#include "libpad.h" #include "game/kernel/kmachine.h" #include "game/graphics/gfx.h" #include "common/util/Assert.h" /*! * @file libpad.cpp * Stub implementation of the EE pad (controller) library */ namespace ee { int scePadPortOpen(int port, int slot, void*) { // we are expected to return a non-zero file descriptor. // we return the port + 1 and succeed always. // the game just opens this once at the beginning, we don't have to implement closing/reopening. ASSERT(slot == 0); return port + 1; } int scePadGetState(int /*port*/, int /*slot*/) { // pretend we always have a controller connected return scePadStateStable; } // controller mode array for DS2s // the game will try very hard to force into dualshock mode so let's not even try static const int libpad_DualShock2_ModeIDs[2] = { (int)PadMode::Controller, // no vibration or pressure sensitive buttons (int)PadMode::DualShock2 // vibration + pressure sensitive buttons }; int scePadInfoMode(int /*port*/, int /*slot*/, int term, int offs) { if (term == InfoModeCurExID) { // return vibration mode ID. that's just dualshock mode. return libpad_DualShock2_ModeIDs[1]; } else if (term == InfoModeCurID) { // return mode ID. just dualshock. return libpad_DualShock2_ModeIDs[1]; } else if (term == InfoModeCurExOffs) { // offset of current mode ID return 1; } else if (term == InfoModeIdTable) { if (offs == -1) return 2; return libpad_DualShock2_ModeIDs[offs]; // ? } // invalid controller or some other error return 0; } // order of pressure sensitive buttons in memory (not the same as their bit order...). static const Pad::Button libpad_PadPressureButtons[] = { Pad::Button::Right, Pad::Button::Left, Pad::Button::Up, Pad::Button::Down, Pad::Button::Triangle, Pad::Button::Circle, Pad::Button::X, Pad::Button::Square, Pad::Button::L1, Pad::Button::R1, Pad::Button::L2, Pad::Button::R2}; // reads controller data and writes it to a buffer in rdata (must be at least 32 bytes large). // returns buffer size (32) or 0 on error. int scePadRead(int port, int /*slot*/, u8* rdata) { auto cpad = (CPadInfo*)(rdata); // Gfx::poll_events(); cpad->valid = 0; // success cpad->status = 0x70 /* (dualshock2) */ | (20 / 2); /* (dualshock2 data size) */ cpad->rightx = Gfx::PadAnalogValue(Pad::Analog::Right_X, port); cpad->righty = Gfx::PadAnalogValue(Pad::Analog::Right_Y, port); cpad->leftx = Gfx::PadAnalogValue(Pad::Analog::Left_X, port); cpad->lefty = Gfx::PadAnalogValue(Pad::Analog::Left_Y, port); // pressure sensitivity. ignore for now. for (int i = 0; i < 12; ++i) { cpad->abutton[i] = Gfx::PadIsPressed(libpad_PadPressureButtons[i], port) * 255; } cpad->button0 = 0; for (int i = 0; i < 16; ++i) { cpad->button0 |= Gfx::PadIsPressed((Pad::Button)i, port) << i; } // keys polled and read, prepare for new ones. Pad::ClearKeys(); return 32; } // buzzer control. We don't care right now, return success. int scePadSetActDirect(int /*port*/, int /*slot*/, const u8* /*data*/) { return 1; } int scePadSetActAlign(int /*port*/, int /*slot*/, const u8* /*data*/) { return 1; } // we also don't care int scePadSetMainMode(int /*port*/, int /*slot*/, int /*offs*/, int /*lock*/) { return 1; } // async pad functions are gonna be synchronous so this always succeeds int scePadGetReqState(int /*port*/, int /*slot*/) { return scePadReqStateComplete; } int scePadInfoAct(int /*port*/, int /*slot*/, int actno, int term) { if (actno == -1) return 2; // i think? if (actno < 2) { if (term == InfoActSub) { return 1; // whatever } else if (term == InfoActFunc) { return 1; // whatever } else if (term == InfoActSize) { return 0; // whatever } else if (term == InfoActCurr) { return 1; // whatever } } return 0; } int scePadInfoPressMode(int /*port*/, int /*slot*/) { return 0; // we do NOT support pressure sensitive buttons right now } int scePadEnterPressMode(int /*port*/, int /*slot*/) { return 1; // we dont support pressure button, but if we did this would work straight away } } // namespace ee